import core from '../core'; import Texture from '../core/textures/Texture'; import CanvasTinter from '../core/sprites/canvas/CanvasTinter'; import TilingShader from './webgl/TilingShader'; const tempArray = new Float32Array(4); const tempPoint = new core.Point(); /** * A tiling sprite is a fast way of rendering a tiling image * * @class * @extends PIXI.Sprite * @memberof PIXI.extras * @param texture {PIXI.Texture} the texture of the tiling sprite * @param width {number} the width of the tiling sprite * @param height {number} the height of the tiling sprite */ class TilingSprite extends core.Sprite { constructor(texture, width, height) { super(texture); /** * The scaling of the image that is being tiled * * @member {PIXI.Point} */ this.tileScale = new core.Point(1,1); /** * The offset position of the image that is being tiled * * @member {PIXI.Point} */ this.tilePosition = new core.Point(0,0); ///// private /** * The with of the tiling sprite * * @member {number} * @private */ this._width = width || 100; /** * The height of the tiling sprite * * @member {number} * @private */ this._height = height || 100; /** * An internal WebGL UV cache. * * @member {PIXI.TextureUvs} * @private */ this._uvs = new core.TextureUvs(); this._canvasPattern = null; this._glDatas = []; } _onTextureUpdate() { return; } /** * Renders the object using the WebGL renderer * * @param renderer {PIXI.WebGLRenderer} The renderer * @private */ _renderWebGL(renderer) { // tweak our texture temporarily.. let texture = this._texture; if(!texture || !texture._uvs) { return; } // get rid of any thing that may be batching. renderer.flush(); let gl = renderer.gl; let glData = this._glDatas[renderer.CONTEXT_UID]; if(!glData) { glData = { shader:new TilingShader(gl), quad:new core.Quad(gl) }; this._glDatas[renderer.CONTEXT_UID] = glData; glData.quad.initVao(glData.shader); } // if the sprite is trimmed and is not a tilingsprite then we need to add the extra space before transforming the sprite coords.. let vertices = glData.quad.vertices; vertices[0] = vertices[6] = ( this._width ) * -this.anchor.x; vertices[1] = vertices[3] = this._height * -this.anchor.y; vertices[2] = vertices[4] = ( this._width ) * (1-this.anchor.x); vertices[5] = vertices[7] = this._height * (1-this.anchor.y); glData.quad.upload(); renderer.bindShader(glData.shader); let textureUvs = texture._uvs, textureWidth = texture._frame.width, textureHeight = texture._frame.height, textureBaseWidth = texture.baseTexture.width, textureBaseHeight = texture.baseTexture.height; let uPixelSize = glData.shader.uniforms.uPixelSize; uPixelSize[0] = 1.0/textureBaseWidth; uPixelSize[1] = 1.0/textureBaseHeight; glData.shader.uniforms.uPixelSize = uPixelSize; let uFrame = glData.shader.uniforms.uFrame; uFrame[0] = textureUvs.x0; uFrame[1] = textureUvs.y0; uFrame[2] = textureUvs.x1 - textureUvs.x0; uFrame[3] = textureUvs.y2 - textureUvs.y0; glData.shader.uniforms.uFrame = uFrame; let uTransform = glData.shader.uniforms.uTransform; uTransform[0] = (this.tilePosition.x % (textureWidth * this.tileScale.x)) / this._width; uTransform[1] = (this.tilePosition.y % (textureHeight * this.tileScale.y)) / this._height; uTransform[2] = ( textureBaseWidth / this._width ) * this.tileScale.x; uTransform[3] = ( textureBaseHeight / this._height ) * this.tileScale.y; glData.shader.uniforms.uTransform = uTransform; glData.shader.uniforms.translationMatrix = this.worldTransform.toArray(true); let color = tempArray; core.utils.hex2rgb(this.tint, color); color[3] = this.worldAlpha; glData.shader.uniforms.uColor = color; renderer.bindTexture(this._texture, 0); renderer.state.setBlendMode( this.blendMode ); glData.quad.draw(); } /** * Renders the object using the Canvas renderer * * @param renderer {PIXI.CanvasRenderer} a reference to the canvas renderer * @private */ _renderCanvas(renderer) { let texture = this._texture; if (!texture.baseTexture.hasLoaded) { return; } let context = renderer.context, transform = this.worldTransform, resolution = renderer.resolution, baseTexture = texture.baseTexture, modX = (this.tilePosition.x / this.tileScale.x) % texture._frame.width, modY = (this.tilePosition.y / this.tileScale.y) % texture._frame.height; // create a nice shiny pattern! // TODO this needs to be refreshed if texture changes.. if(!this._canvasPattern) { // cut an object from a spritesheet.. let tempCanvas = new core.CanvasRenderTarget(texture._frame.width, texture._frame.height); // Tint the tiling sprite if (this.tint !== 0xFFFFFF) { if (this.cachedTint !== this.tint) { this.cachedTint = this.tint; this.tintedTexture = CanvasTinter.getTintedTexture(this, this.tint); } tempCanvas.context.drawImage(this.tintedTexture, 0, 0); } else { tempCanvas.context.drawImage(baseTexture.source, -texture._frame.x, -texture._frame.y); } this._canvasPattern = tempCanvas.context.createPattern( tempCanvas.canvas, 'repeat' ); } // set context state.. context.globalAlpha = this.worldAlpha; context.setTransform(transform.a * resolution, transform.b * resolution, transform.c * resolution, transform.d * resolution, transform.tx * resolution, transform.ty * resolution); // TODO - this should be rolled into the setTransform above.. context.scale(this.tileScale.x,this.tileScale.y); context.translate(modX + (this.anchor.x * -this._width ), modY + (this.anchor.y * -this._height)); // check blend mode let compositeOperation = renderer.blendModes[this.blendMode]; if (compositeOperation !== renderer.context.globalCompositeOperation) { context.globalCompositeOperation = compositeOperation; } // fill the pattern! context.fillStyle = this._canvasPattern; context.fillRect(-modX, -modY, this._width / this.tileScale.x, this._height / this.tileScale.y); //TODO - pretty sure this can be deleted... //context.translate(-this.tilePosition.x + (this.anchor.x * this._width), -this.tilePosition.y + (this.anchor.y * this._height)); //context.scale(1 / this.tileScale.x, 1 / this.tileScale.y); } /** * Returns the framing rectangle of the sprite as a Rectangle object * * @return {PIXI.Rectangle} the framing rectangle */ getBounds() { let width = this._width; let height = this._height; let w0 = width * (1-this.anchor.x); let w1 = width * -this.anchor.x; let h0 = height * (1-this.anchor.y); let h1 = height * -this.anchor.y; let worldTransform = this.worldTransform; let a = worldTransform.a; let b = worldTransform.b; let c = worldTransform.c; let d = worldTransform.d; let tx = worldTransform.tx; let ty = worldTransform.ty; let x1 = a * w1 + c * h1 + tx; let y1 = d * h1 + b * w1 + ty; let x2 = a * w0 + c * h1 + tx; let y2 = d * h1 + b * w0 + ty; let x3 = a * w0 + c * h0 + tx; let y3 = d * h0 + b * w0 + ty; let x4 = a * w1 + c * h0 + tx; let y4 = d * h0 + b * w1 + ty; let minX, maxX, minY, maxY; minX = x1; minX = x2 < minX ? x2 : minX; minX = x3 < minX ? x3 : minX; minX = x4 < minX ? x4 : minX; minY = y1; minY = y2 < minY ? y2 : minY; minY = y3 < minY ? y3 : minY; minY = y4 < minY ? y4 : minY; maxX = x1; maxX = x2 > maxX ? x2 : maxX; maxX = x3 > maxX ? x3 : maxX; maxX = x4 > maxX ? x4 : maxX; maxY = y1; maxY = y2 > maxY ? y2 : maxY; maxY = y3 > maxY ? y3 : maxY; maxY = y4 > maxY ? y4 : maxY; let bounds = this._bounds; bounds.x = minX; bounds.width = maxX - minX; bounds.y = minY; bounds.height = maxY - minY; // store a reference so that if this function gets called again in the render cycle we do not have to recalculate this._currentBounds = bounds; return bounds; } /** * Checks if a point is inside this tiling sprite * @param point {PIXI.Point} the point to check */ containsPoint( point ) { this.worldTransform.applyInverse(point, tempPoint); let width = this._width; let height = this._height; let x1 = -width * this.anchor.x; let y1; if ( tempPoint.x > x1 && tempPoint.x < x1 + width ) { y1 = -height * this.anchor.y; if ( tempPoint.y > y1 && tempPoint.y < y1 + height ) { return true; } } return false; } /** * Destroys this tiling sprite * */ destroy() { super.destroy(); this.tileScale = null; this._tileScaleOffset = null; this.tilePosition = null; this._uvs = null; } /** * Helper function that creates a new tiling sprite based on the source you provide. * The source can be - frame id, image url, video url, canvas element, video element, base texture * * @static * @param {number|string|PIXI.BaseTexture|HTMLCanvasElement|HTMLVideoElement} source Source to create texture from * @param width {number} the width of the tiling sprite * @param height {number} the height of the tiling sprite * @return {PIXI.Texture} The newly created texture */ static from(source,width,height) { return new TilingSprite(Texture.from(source),width,height); } /** * Helper function that creates a tiling sprite that will use a texture from the TextureCache based on the frameId * The frame ids are created when a Texture packer file has been loaded * * @static * @param frameId {string} The frame Id of the texture in the cache * @return {PIXI.extras.TilingSprite} A new TilingSprite using a texture from the texture cache matching the frameId * @param width {number} the width of the tiling sprite * @param height {number} the height of the tiling sprite * @return {PIXI.extras.TilingSprite} A new TilingSprite */ static fromFrame(frameId,width,height) { let texture = core.utils.TextureCache[frameId]; if (!texture) { throw new Error('The frameId "' + frameId + '" does not exist in the texture cache ' + this); } return new TilingSprite(texture,width,height); } /** * Helper function that creates a sprite that will contain a texture based on an image url * If the image is not in the texture cache it will be loaded * * @static * @param imageId {string} The image url of the texture * @param width {number} the width of the tiling sprite * @param height {number} the height of the tiling sprite * @param [crossorigin=(auto)] {boolean} if you want to specify the cross-origin parameter * @param [scaleMode=PIXI.SCALE_MODES.DEFAULT] {number} if you want to specify the scale mode, see {@link PIXI.SCALE_MODES} for possible values * @return {PIXI.extras.TilingSprite} A new TilingSprite using a texture from the texture cache matching the image id */ static fromImage(imageId, width, height, crossorigin, scaleMode) { return new TilingSprite(core.Texture.fromImage(imageId, crossorigin, scaleMode),width,height); } /** * The width of the sprite, setting this will actually modify the scale to achieve the value set * * @member {number} * @memberof PIXI.extras.TilingSprite# */ get width() { return this._width; } set width(value) { this._width = value; } /** * The height of the TilingSprite, setting this will actually modify the scale to achieve the value set * * @member {number} * @memberof PIXI.extras.TilingSprite# */ get height() { return this._height; } set height(value) { this._height = value; } } export default TilingSprite;